Long ago, back in 2006, had seen a tutorial in Maya shader nodes about creating a Wall look through shader using sampler info node, that when projected on a watch model would reveal the cogs spinning and such behind the outer mesh in the model. Those resources were lost in time. Only thing I remember is the sampler info node in the shader graph which was used to return information about a point’s position in space, its orientation and tangency, and its location relative to the camera
Recently stumbled upon this video https://www.youtube.com/watch?v=0rEF8A3wF9U
showing the same effect in Unity Shader Graph
How can an effect like this be done in Blender without compositing?